This is correct. By default, the engine will place everything in %LOCALAPPDATA%\Uru Live, but this depends on the Product Name. If you customized that for your client, then you'll need to look for that name instead.

My problem is this:I use a .bat file to automatically launch an account with a password. Before I replaced the login.dat file with the one that interested me and I executed the plclient.vbs program.

How to proceed now with this new system?Is there a parameter that indicates the user name and password to start plclient as is done, for example, with the / ServerIni moulagain.ini to indicate which server use?

Where can I find all valid parameters for PlClient.exe ? (I already know /ServerIni /localdata /SkipPreload /PlayerId and /Age parameters. Is there any other?

Scarabee wrote:My problem is this:I use a .bat file to automatically launch an account with a password. Before I replaced the login.dat file with the one that interested me and I executed the plclient.vbs program.

How to proceed now with this new system?Is there a parameter that indicates the user name and password to start plclient as is done, for example, with the / ServerIni moulagain.ini to indicate which server use?

Where can I find all valid parameters for PlClient.exe ? (I already know /ServerIni /localdata /SkipPreload /PlayerId and /Age parameters. Is there any other?

Thanks.

The available command arguments are here: winmain.cpp#L102. Your use case is an interesting one. You can select different avatars with a shortcut, but not separate accounts on the same server. The ability to store multiple accounts is a TODO item, but has not yet been implemented. However, if you're using a VBScript to switch accounts it's possible you could work around it by modifying the credentials, but I see no documentation that isn't for the C++ API.

Our use of the credential store does support multiple servers, though, so if you're using one account per server you should encounter no issues. Just switch your server.ini and the correct credentials will be auto-filled.

# Keys are Base64-encoded 512 bit RC4 keys, as generated by DirtSand's keygen# command. Note that they MUST be quoted in the commands below, or the client# won't parse them correctly! Also note that the decoded keys are in OpenSSL# byte order, which is opposite from the byte order stored in the pnNetBase# .hpp files in Cyan's original source.

# The following keys and addresses represent the official MOULagain serverServer.Game.N "kEso0EnSJNkgyQtVyUO8IGAzy9cVgtEZG3Dy/s0urdYgu+omUP0/3sQihN5EOJqqXQl2ahI7cifHptdDafekOA=="Server.Game.X "Pds9j7NYWE9o6WV6o88EhGczzxR/NpNimHn9yLq2X9xoAdiEH1x2R1w/O5nwWv3CPmVEPgm9IalIcr0CvZOy+Q=="